using System;
using Server;

namespace Server.Items
{
	/// <summary>
	/// Does damage and paralyses your opponent for a short time.
	/// </summary>
	public class NerveStrike : WeaponAbility
	{
		public NerveStrike()
		{
		}

		public override int BaseMana { get { return 30; } }

		public override bool CheckSkills(Mobile from)
		{
			//if (GetSkill(from, SkillName.Bushido) < 50.0)
			//{
			//    from.SendLocalizedMessage(1070768, "50"); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
			//    return false;
			//}

			return base.CheckSkills(from);
		}

		public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
		{
			if (defender.Paralyzed)
			{
				attacker.SendLocalizedMessage(1061923); // The target is already frozen.
				return false;
			}

			return true;
		}

		public override void OnHit(Mobile attacker, Mobile defender, int damage)
		{
			if (!Validate(attacker) || !CheckMana(attacker, true))
				return;

			ClearCurrentAbility(attacker);

			if (Server.Items.ParalyzingBlow.IsImmune(defender))	//After mana consumption intentional
			{
				attacker.SendLocalizedMessage(1070804); // Your target resists paralysis.
				defender.SendLocalizedMessage(1070813); // You resist paralysis.
				return;
			}

			attacker.SendLocalizedMessage(1063356); // You cripple your target with a nerve strike!
			defender.SendLocalizedMessage(1063357); // Your attacker dealt a crippling nerve strike!

			attacker.PlaySound(0x204);
			defender.FixedEffect(0x376A, 9, 32);
			defender.FixedParticles(0x37C4, 1, 8, 0x13AF, 0, 0, EffectLayer.Waist);

			if (Core.ML)
			{
				AOS.Damage(defender, attacker, (int)(15.0 * (attacker.Skills[SkillName.Tactic].Value - 50.0) / 70.0 + Utility.Random(10)), true, 100, 0, 0, 0, 0);	//0-25
				if (((150.0 / 7.0 + (4.0 * attacker.Skills[SkillName.Tactic].Value) / 7.0) / 100.0) > Utility.RandomDouble())
				{
					defender.Paralyze(TimeSpan.FromSeconds(2.0));
					Server.Items.ParalyzingBlow.BeginImmunity(defender, Server.Items.ParalyzingBlow.FreezeDelayDuration);
				}
			}
			else
			{
				AOS.Damage(defender, attacker, (int)(15.0 * (attacker.Skills[SkillName.Tactic].Value - 50.0) / 70.0 + 10), true, 100, 0, 0, 0, 0); //10-25
				defender.Freeze(TimeSpan.FromSeconds(2.0));
				Server.Items.ParalyzingBlow.BeginImmunity(defender, Server.Items.ParalyzingBlow.FreezeDelayDuration);
			}
		}
	}
}
